How do I start writing an MMO game server?

  • How do I start writing an MMO game server? Baccari

    I am developing a multi-player on-line game.

    I just started coding the server but I have no idea how to do it. Do I have to use threads ?

    And if i do, do I need one thread for every client?

    Knowing that I am using UDP, can I use multiple sockets in different threads to send packets on the same port?


    server does:
    -listen for client connections
    -when a client connects:
        -update files (send new files to the client)
        -retrieve data from database
        -loop to retrieve and update live data
    -when client disconnects:
        -update data in database

  • I may be wrong, but your question makes it seem like you are missing a lot of knowledge in order to successfully write an MMO server. I know this message will likely fall on deaf ears because I was in your position when I started programming.

    My answer: If I were you I would start smaller. If you want to learn to write an MMO server I would do the following.

    • Write a TCP based p2p chat client.
    • Extend that chat client to work with NAT routers
    • Extend the chat client to have a central server that authenticates and stores message history
    • Extend it to have a secure handshake with the server to verify the client software and server software/location
    • Write a high level architecture of what you would want your MMO server to be
    • Read some articles on MMO server architectures
    • Start expanding your high level architecture into more and more detail
    • Write essential user stories for your architecture
    • start implementing your server

    The answer you probably want:

    • Write a thread for the listener to accept incoming connections using TCP
    • Once the player is connected, use TCP for chat messages and sector changes
    • Use UDP for in-sector movement
    • Each connection gets its own thread for the messaging
    • UDP can be implemented with threads (if you really want) but I would probably use some sort of queue on one thread that accepts movement messages. Or spread it out depending on how many connections you get.

c++ networking mmo server multithreading
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